koufdell Posted September 3, 2015 Posted September 3, 2015 (edited) found out that starting from the rock in japan stage you can do 5H > j2k> jk > footloose (1) > DOT RRC K pile stuff on most of the cast (besides ky leo)the variation fogelstorm posted works on all but faust , zato , venom ky leo and elphelton milia you can do 5H > jk > 2k >jc SHD > j2K > (j PD) --- < this part is difficult but possible , you have to delay the first part to position yourself at the same level to hit it usually you are way above Edited September 3, 2015 by koufdell
fogelstrom Posted September 3, 2015 Posted September 3, 2015 found out that starting from the rock in japan stage you can do 5H > j2k> jk > footloose (1) > DOT RRC K pile stuff on most of the castthe variation fogelstorm posted works on all but faust , zato , venom and elpheltThe first or second variation?Just for my own clarification so I don't have to test out the combo myself on the cast. But a friend of mine said he didn't get anything to hit on Ky though I have not tested it myself. I'm sure something works on FA and EL just stupid hitboxes but unsure about ZA and VE.
koufdell Posted September 3, 2015 Posted September 3, 2015 (edited) i tested the first ... i will go for the second and yes ky and leo are the exceptions edit : 5H > jD sdd works on za ram sin pot axl elph(yessss) faust since we are in the 5h punish thingand this fuzzy guard works too on zatohttps://www.youtube.com/watch?v=o1fF-rNoEzUedit 2: the 4 jd combos5h j 2k k d cs j shd jc pshd 2k pd ram5h j 2k k d cs j shd jc kshd 2k pd faust 201d5h j2k kd cs fs j shd 2k pd jc kpd sin chipp axl5h j2k kd cs fs jskd 2k pd jc kd ino 201d pd may 200d bed 177dedit 2 : 07/09/2015good damage and easy throw combothrow rrc 5H jSHD 2k PD jc PKSKD 2k PD 149d midscreen VEthrow rrc 5h jSHD 2K PD jc PSHD2k PD 159d zato-1 slayer 138d sol 150dthrow rrc 5h jkshd 2k pd cs fs j shd jc PD 138d bedthrow rrc 5h jkshd 2k pd cs fs j shd 157d axl Edited September 17, 2015 by koufdell
koufdell Posted September 7, 2015 Posted September 7, 2015 http://www.twitch.tv/joniosan/v/14857316 the show starts at 06:07:16 enjoy slayer revelator version
fogelstrom Posted September 7, 2015 Posted September 7, 2015 http://www.twitch.tv/joniosan/v/14857316 the show starts at 06:07:16 enjoy slayer revelator versionWas talking this over with a friend and I wrote down a couple of combZ^2K, c.S, f.S, j.D, DHD - Verified for both Jack-O and Johnny (by Tanabata)c.S, f.S, j.D, j.2K, j.D - Johnny, a bit better than just c.S, f.S, c.S, 2D against standing2KPSH, 5K, j.SH2K, j.D, dj.PSHD - Jack-O6P CH, 214KK, j.K2K, j.D2K, j.S, dj.SHD <-- Moga didn't get it to hit. He also tried j.P instead of j.S after the j.D2K but I'd assume it could work albeit difficult.214PP CH, f.S, j.K2K, j.K, dj.KPPD2K, j.PD - Johnny6P CH, 6P, 5H, DHD (tail), j.K, dj.SHD2K, j.PD - Johnny (corner)6P CH, 6H, 214PK, 2S, EW, 6H, 214KP, 6H, 214PP - JohnnyHelter Skelter, j.H, DHD, c.S... - Johnny. Might have to walk 1 pixel afterwards2K, c.S, f.S, 236K, RRC, CWH, 5H, j.KSHD, dj.SKD - Johnny, seen Moga use against mid weight characters like Sol/Venom as wellThrow, RRC, Lv1 BC, 6H, 214PS, c.S.... - Johnny (corner)Throw, RRC, Lv1 BC, 6H, 236K, c.S, j.SHD, dj.KD - Jack-O (corner)Lv1 BC, 6H, 236K, c.S, j.SHD, dj.SHD - Jack-OLv1 BC, RRC, dash, 6H, c.S, f.S, j.SHD, dj.SHD - JohnnyLv2 BC, FDC 214KP, Lv1 BC, 6H, 214PP, RRC, 214KP, 6D, 5H, 5H, FDC Lv1 BC, 6H, 214PP - Johnny, looks to be around 300dmg and 125% meter :DIL CH, Lv1 BC, 6H, 214PS, c.S, j.SHD, dj.SHD - JohnnyIL CH, Lv1 BC, 6H, 214PP, RRC, Lv1 BC, 6H, 214PS, c.S, j.SHD - Johnny6D, TK DHD (tail), j.D, dj.SHD2K, j.PD - Johnny (He never hit j.PD at the end)6P CH, 214KP, FDC Lv1 BC - Johnny. challenged by a Ram but probably either UP, c.S air combo or 214PP, RRC, 6H, UP, c.S, air combo
daymendou Posted September 7, 2015 Posted September 7, 2015 Fixed the Evernote link in my signature.Forgot to post the CH Helter > j.H > 2S combos last time: CH Helter > j.H > 2S> j.KD > dj.PSHD > j.PD; Chipp, Ky, Bedman, Potemkin> sj.KD; Venom, May> j.K > dj.KD2K > j.D; Sol> j.K > dj.KPD2K > j.D; LeoReminder: 2S will hit Faust but no followup is possible On the topic of Revelator combos:214PP CH, f.S, j.K2K, j.K, dj.KPPD2K, j.PD Johnny AND Jack-O6P CH, 6P, 5H, DHD (tail), j.K, dj.SHD2K, j.PD Johnny AND Jack-O, also some slight additions are possible before the j.2K6P CH, 214KP, FDC Lv1 BC continues into 5H > Dust > K Pile > 6H P Pile on all charactersLevel 2 Blitz > DOT; Zato, Pot, Chipp, Faust, Slayer. Blitz attack must hit close up(Corner) Level 2 Blitz > 6H K Mappa/P UP > comboTaka notes that Dust > 5H 5H K Pile does more damage than Dust > K Pile > K Pile but has less meter gain and stun
koufdell Posted September 8, 2015 Posted September 8, 2015 there's this on jack-o near corner that hase was doing cs fs cs EW >6H>k pile > where did your life go hhhh
daymendou Posted September 14, 2015 Posted September 14, 2015 Corner c.S f.S > 2PSH > 5K> j.SH delay DStanding FA POCrouching SO FA PO> j.K delay DStanding EL SICrouching KY MA SIPretty big damage increase on Standing. There are other characters that the combo works on up to 5K (Zato, Venom, some others) but I can't get a knockdown. I assume Leo would allow j.SHD on both Standing and Crouching Corner IAD j.SK > 2PSH > 5K> j.K2K > j.D > dj.PKD SI> j.K2K > j.D > dj.KSHD FA> j.K2K > j.K > dj.SHD2K > j.PD SO CH PO VE LE ZA BE> j.K2K > j.D2K > j.S > dj.SHD KY> j.S2K > j.D > dj.PKD MA> j.K > dj.HD EL> j.SHD2K > j.PD > dj.PD SL AX> sj.K2K > j.D IN> j.K2K > j.D > dj.SHD RACorner IAD j.SK > 2SH> c.S > j.SHD2K > j.PK > dj.KD MI> 5K > j.S2K > j.D > dj.PSHD2K > j.PD MA> c.S > j.SHD > dj.SHD CH
fogelstrom Posted September 15, 2015 Posted September 15, 2015 (edited) Oh this is quite interesting.Too bad about c.S, f.S not being able to hit that many since it's an relatively easy confirm.Gonna check it out when I get home. I'll post any new findings here. Thanks for the post daymendou Edited September 15, 2015 by fogelstrom
fogelstrom Posted September 15, 2015 Posted September 15, 2015 (edited) Okay so for my own findings....c.S, f.S quite heavily situational specific. Best used after regular throw in the corner when you don't have time to set up any dandy game. So if you can remember it for the characters it's alright but for crouch you still get c.S, f.S, c.S, f.S, 2D so it's in some sense a bit meh. I will not be trying to implement this into my game plan as of now because of this.IAD j.SK stuffs then. (j.SK, 2PSH, 5K)You have to do early j.SK seems to work best/most reliable then.j.K2K, j.K, dj.SHD2K, j.PD works on SI, SO, KY, CH, SL, ZA, BE, AX, LE, VE (Delay the j.D to hit VE, most unstable of the cast but doable)j.K2K, j.D, dj.PKD - May, I-No, Ramlethal (if you don't want char specific for her, no delays needed thank god)(Delay 5K, delay j.K) - j.K2K, j.D, dj.PSHD2K, j.PD - Hase level sh1t. Only works on I-No. Last part doesn't connect on May seemingly. You can adjust it to j.K2K, j.K, dj.SKD2K, j.PD for Ramlethal but it doesn't give knockdown.j.K, dj.HD ElpheltNot much to say here. She sux, this is what you get.j.K2K, j.D, dj.SHD - Ramlethalj.SKSK, 2PSH, 5K, j.K2K, j.PD - PotemkinSince j.S hits so early on Pot if you only do j.SK you open yourself up to busters especially on IB. So I'd prefer this variation so I could always retain the nice Pot specific pressure.Nothing for Milla unless you use delay j.SK specifically for her so you can go straight into 2S as Tanabata posted. I will not be persuing this on Milla because of this.If you can confirm j.SK on hit this is very useful. If you can't and you go into 2PSH I recommend canceling 2S to dandy because at this point you should know if it's hit or block or you can just IAD again, mappa what have you. What you are losing is f.S frame traps.*EDIT*Any character can duck and grab you out of early j.SK. If you delay and they duck you will only hit j.S... maybe. If people are using this against you either switch delayed j.K or use j.H. Edited September 15, 2015 by fogelstrom
daymendou Posted September 18, 2015 Posted September 18, 2015 (edited) Helter > j.D2K > j.K > 5P > j.PK > dj.HD BedmanLess safe on block but good to know since j.H > c.S is so inconsistent.P Helter > j.H > 5K/2K (Burst) > P Cross > 5H > j.HDBurst bait if they burst 5K/2K. Not as consistent with K Helter since that tends to land you closer to the opponentK Cross > 5H > j.SH (Burst) SDD All but Slayer, Faust, Elphelt, VenomBurst safe combo. If they burst j.H, SDD will safely take you to the ground. You can follow up with f.S or 6H > P Cross. Easiest on Sin, Ky, Chipp, and Heavyweights; delay 5H on others or SDD will whiff.Corner 6P > c.S f.S c.S > j.SHD > dj.KSHD2K > j.PD Bedman, Potemkin (need to test Leo)Both you and opponent must be very close to corner otherwise 2nd c.S will whiff or j.P won't reach. Really easy, dj.K always hits whether or not you delay the first j.DCH P Pile > f.S to dj.HD route is very inconsistent and doesn't even give knockdown on some characters. It would help to research a stable midscreen route on Pot, Leo, BedMidscreen CH It's Late >I think most people do K Cross > 6H > P Under Pressure-It's Late/Pilebunker. Here are more damaging routes:K Cross > 5H > j.SHD > followup HeavyweightsK Cross > 6H > c.S > j.SHD > followup MidweightsAnd a reminder of some known routes:P Cross > 6H > K Pile Faust, Zato, Venom (difficult on Slayer)K Cross > 6H > K Pile Lightweights Edited September 19, 2015 by daymendou
fogelstrom Posted September 19, 2015 Posted September 19, 2015 (edited) CH P Pile > f.S to dj.HD route is very inconsistent and doesn't even give knockdown on some characters. It would help to research a stable midscreen route on Pot, Leo, BedMidscreen CH It's Late >I think most people do K Cross > 6H > P Under Pressure-It's Late/Pilebunker. Here are more damaging routes:K Cross > 5H > j.SHD > followup HeavyweightsK Cross > 6H > c.S > j.SHD > followup MidweightsAnd a reminder of some known routes:P Cross > 6H > K Pile Faust, Zato, Venom (difficult on Slayer)K Cross > 6H > K Pile LightweightsCH It's Late, 6H, c.S, f.S, j.SHD, dj.PSHD2K, j.PD - This is the one I'm using. Should work easily enough on all characters except maybe Millia because hurtbox and some modification on maybe Pot, Bedman and Faust.Hmm... maybe I'll check out some 214PP CH combos on those 3. Though I can't say I like using PB on Pot ever. Edited September 19, 2015 by fogelstrom
Boom Cube Posted September 20, 2015 Posted September 20, 2015 (edited) Late to the topic, but I'm really digging the 5H j.2k dp punish. Small note, I was having difficulty consistently ending the combo with j.PD, (D would sometimes whiff) but j.PK dj.KD works as well and has made it a lot more consistent for me.Full note: 5H, j.2KD, c.S, f.S, j.SHD2K, j.PK, dj.KD (195 Sol) Edited September 20, 2015 by Boom Cube
fogelstrom Posted September 21, 2015 Posted September 21, 2015 (edited) 5P AA CH, 6H, c.S, f.S, j.SHD, dj.PSHD2K, j.PD - 201 dmg.Who needs 6P?You need to hit 5P quite close though. But it's a really good tools vs I-No for stopping hover and getting 210dmg :D5P AA, j.PK, dj.SHD2K, j.D2K, j.PD - 147dmg vs I-NoSince Hase seems to have started using stepdown/stairway in yesterday and todays matches I got inspired.The only uspide with this variation is that you don't even need 5P CH. But you should sit down and get your timings down since it's small delays here and there to align yourself good in the air.Tested vs I-No, Sin, Chipp with sucess.Ky - Dno if you could get it to work but can't get j.PD to hit.Sol - Probably impossible since you can't delay first j.D to help yourself alignVenom in corner but not midscreenFor lulz5P, j.PK, dj.H2K, j.D2K, j.D2K, j.PD - 142dmg vs I-No Edited September 21, 2015 by fogelstrom
koufdell Posted September 21, 2015 Posted September 21, 2015 (edited) 5P AA CH, 6H, c.S, f.S, j.SHD, dj.PSHD2K, j.PD - 201 dmg.Who needs 6P?You need to hit 5P quite close though. But it's a really good tools vs I-No for stopping hover and getting 210dmg :D5P AA, j.PK, dj.SHD2K, j.D2K, j.PD - 147dmg vs I-NoSince Hase seems to have started using stepdown/stairway in yesterday and todays matches I got inspired.The only uspide with this variation is that you don't even need 5P CH. But you should sit down and get your timings down since it's small delays here and there to align yourself good in the air.Tested vs I-No, Sin, Chipp with sucess.Ky - Dno if you could get it to work but can't get j.PD to hit.Sol - Probably impossible since you can't delay first j.D to help yourself align.on sol 5P AA > jPKD 2k PD >jc PSHD 2K pd 144d 155d on zato1 you have to hit them high with 5Pon ky 5P AA > jPkPD 2k PD jc KSHD 2K PD 142don milia 5p AA>jPSKD >jc SHD 2K D PD 179d on i-no 5P AA > jPKD >jc PSHD 2K D 2K PD 159d on bed 5P AA > jPKD 2k KD jc KSHD 2K PD 138don POT 5P AA > jPSKD jc KSHD 2K PD 138don FA 5P AA > jPKD 2K KD jc KSHD 2K PD 153di will test others later enjoy Edited September 22, 2015 by koufdell
daymendou Posted September 22, 2015 Posted September 22, 2015 May and Ram and Heavies are generally easy to do the extra j.PD on as well, sometimes Elphelt too. Do the combos work from 5PP starter?Weird request, but does anyone use any 2P RRC combos? Hoping to get something like Long Dash c.S for corner swap
koufdell Posted September 22, 2015 Posted September 22, 2015 about some hase shit i saw throw RRC 6H p CWH > k mappa > cs > j SKD 2K SK jc KD ... i think this is best midscreen to corner throw combo 2 things to have in mind:you need the corner for SK jc to connectthis works for sol chipp sin AFAIK
fogelstrom Posted September 22, 2015 Posted September 22, 2015 May and Ram and Heavies are generally easy to do the extra j.PD on as well, sometimes Elphelt too. Do the combos work from 5PP starter?Weird request, but does anyone use any 2P RRC combos? Hoping to get something like Long Dash c.S for corner swapSounds to me like waste of meter.You might as well learn 2PP, 2S, 2D or just autopilot 2PSD and RRC 2D if it's on block. After 2D you can obviously just dash to the other side.Thanks for the updated combos koufdell.
koufdell Posted September 22, 2015 Posted September 22, 2015 (edited) on crouching opponents in corner you can launch opponents with IAD jD Footloose(1) thencs > fs > air combo on girls , axl , chipp ,venom,sin , faust , leo , ky , sol , zato-1on POT , BED footloose with 2 hits launches himsorry if it is common knowledge -_-also watch thishttp://www.twitch.tv/joniosan/v/17045017 at 8:59:00 hase is training and he does max range in corner 2H > jK jc H 2k D 2k stuffseems to be a good route against lighweights Edited September 22, 2015 by koufdell
fogelstrom Posted September 22, 2015 Posted September 22, 2015 Footloose launch in corner has been around for a while but it's kinda funky depending on how you hit with it. For these days you might as well just IAD j.K/H then go for 2PSH, c.S, some air combo.Yeah I got my inspiration for stepdown/stairway after watching those 2H corner combos. Hase always showing the way Glad he's playing at Mikado today as well. I'm ripping all the archives and I'm planning on cut and edit all the Slayer stuff into one video.
daymendou Posted September 24, 2015 Posted September 24, 2015 (edited) Corner Dust > K Cross > 6H K Pile SolSpotted in the Hase footage from Fogelstrom but it's Revelator only. I tried in training mode and it works on lightweights at least. I set dummy to Burst on Dust or 1st hit of Crosswise and always got hit by Burst.Fuzzy j.S2K RRC > j.H > 5H > j.SHD > dj.(K)SHD PotemkinMaking use of j.S fuzzy on Pot, doesn't work on other characters vulnerable to j.S fuzzy unfortunately. Can work from point blank c.S, otherwise you do need to be within Bite range or so for j.2K to combo. Adds 80-100 damage after RRC, which is great.More stable variant, minor damage loss: j.S2K RRC > j.H > 5H > j.SK delay D > dj.PSHDEasier variant, more damage loss: j.S2K RRC > c.S f.S > j.SHD > dj.SHDCH K Pile > Dash Jump > SDDI wanted a midscreen CH K Pile conversion without using RC and IAD Footloose didn't reach. Input SDD at the top of your jump. You land too far for Under Pressure oki with normal jump, but if you do Dash Super Jump SDD you land next to them.(Crouching and in corner) CH 6K > 2SH > c.S MayWe know point blank 6K > c.S works on May and Venom so I was hoping this would work as well. Couldn't get it to work on Venom but it does on May! Big damage boost since we skip 2P and get c.S > j.SHD(Crouching) CH 6K > 5K All but Pot, Bed (Leo?)2P RRC is pretty much a dead end. You have maybe 15 frames to work with at best.Anyone have a meterless followup when K Pile wallstick is techable? I really hate having to guess if they can tech or not and Dash j.K is barely out of reach. Edited September 24, 2015 by daymendou
fogelstrom Posted September 24, 2015 Posted September 24, 2015 (edited) Anyone have a meterless followup when K Pile wallstick is techable? I really hate having to guess if they can tech or not and Dash j.K is barely out of reach.I think I understand this situation and I have been just using 2D for the oki. 214PP sometimes but at that range you most likely at least can dash c.S, f.S, c.S, 2D.*EDIT*I will DEFINITELY check out that Potemkin fuzzy when I get home. You need everything possible in that matchup. Edited September 24, 2015 by fogelstrom
koufdell Posted September 24, 2015 Posted September 24, 2015 (edited) Corner Dust > K Cross > 6H K Pile SolSpotted in the Hase footage from Fogelstrom but it's Revelator only. I tried in training mode and it works on lightweights at least. I set dummy to Burst on Dust or 1st hit of Crosswise and always got hit by Burst.Fuzzy j.S2K RRC > j.H > 5H > j.SHD > dj.(K)SHD PotemkinMaking use of j.S fuzzy on Pot, doesn't work on other characters vulnerable to j.S fuzzy unfortunately. Can work from point blank c.S, otherwise you do need to be within Bite range or so for j.2K to combo. Adds 80-100 damage after RRC, which is great.More stable variant, minor damage loss: j.S2K RRC > j.H > 5H > j.SK delay D > dj.PSHDEasier variant, more damage loss: j.S2K RRC > c.S f.S > j.SHD > dj.SHDCH K Pile > Dash Jump > SDDI wanted a midscreen CH K Pile conversion without using RC and IAD Footloose didn't reach. Input SDD at the top of your jump. You land too far for Under Pressure oki with normal jump, but if you do Dash Super Jump SDD you land next to them.(Crouching and in corner) CH 6K > 2SH > c.S MayWe know point blank 6K > c.S works on May and Venom so I was hoping this would work as well. Couldn't get it to work on Venom but it does on May! Big damage boost since we skip 2P and get c.S > j.SHD(Crouching) CH 6K > 5K All but Pot, Bed (Leo?)2P RRC is pretty much a dead end. You have maybe 15 frames to work with at best.Anyone have a meterless followup when K Pile wallstick is techable? I really hate having to guess if they can tech or not and Dash j.K is barely out of reach.ch k pile > dash jump > jH > SDDi did this a long time if close to cornerhttps://www.youtube.com/watch?v=1mB4pF3N0R4 Edited September 24, 2015 by koufdell
koufdell Posted September 25, 2015 Posted September 25, 2015 (edited) got this oneCH IL > K CWH > TK SDD (1) > air combo ..if you are far from corner to get k pile combos use this on heavies for max damage (tested on POT) remainderCH IL > 6H > EW > k mappa > cs> air combo works on mediumsstill searching for lightweights -_- (elphelt sux) Edited September 25, 2015 by koufdell
fogelstrom Posted September 27, 2015 Posted September 27, 2015 Some combo optimization after watching HaseMappa CH, 5K, Mappa, RRC, KCWH, 5H, j.SHD, dj.SHDFA, SO, SL, AX, IN, RAMappa CH, 5K, Mappa, RRC, KCWH, 5H, j.KSHD, dj.SHDSI, CH, LE, PO (c.S instead of 5H)Mappa CH, 5K, Mappa, RRC, KCWH, 5H, j.SHD, dj.PSHDMA, BENo optimization updateMI, KY, VE, EL, ZAThese combos are for when you are hitting more than 1 hit before CWH. If you do Mappa, RRC, CWH it's better to use j.SHD, dj.P/K combos. The new variations are best suited for Mappa CH and UP CH when you know IL will combo then RRC to CWH.
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